attribute vec3 a_VertPosition;
attribute vec2 a_VertTexCoord;
attribute vec3 a_VertNorm;
uniform mat4 u_WVPMatrix;
uniform mat4 u_WMatrix;

varying vec2 v_VertTexCoord;
varying vec3 v_VertPositionL;
varying vec3 v_VertPosition;
varying vec3 v_VertNorm;

void main()
{
	vec4 posL = vec4(a_VertPosition, 1.0);
	gl_Position = u_WVPMatrix * posL;
	
	v_VertTexCoord = a_VertTexCoord;
	v_VertPositionL = a_VertPosition;
	v_VertPosition = vec3((u_WMatrix * vec4(a_VertPosition, 1.0)).xyz);
	v_VertNorm = vec3((u_WMatrix * vec4(a_VertNorm, 0.0)).xyz);
}
   